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Arcade › TetraGlow
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about TetraGlow yet. Play it, then tell Oleg Sidorkin what you would add next.
TetraGlow was built by Oleg Sidorkin with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix TetraGlow opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Recreate “TetraGlow” as a classic playable Tetris game presented as a dark, stylized 3D scene. Use a 10-column by 20-row visible playfield with 4 hidden spawn rows above it. Center the well in the scene and show it with a perspective camera, chunky beveled-looking rectangular tetromino blocks, subtle shadows, and a deep blue-black environment. The board should have a faint blue square grid and a thin glowing blue border over a dark recessed backboard/3D well; use a dark ground plane and restrained ambient, white key, and cyan rim lighting. Blocks are emissive neon colors: I cyan, O yellow, T purple, S green, Z pink/red, J blue, and L orange. Render blocks as separated cubes with a small gap between cells, with glossy/metallic colored materials and soft shadows. Show a translucent, faintly glowing ghost version of the falling piece at its landing position. Implement standard falling-tetromino gameplay. The seven pieces use the usual 4x4 layouts: I straight bar, O square, T, S, Z, J, and L. Randomize pieces with a shuffled 7-bag and maintain a queue of at least seven upcoming pieces. A newly spawned piece starts centered in the hidden rows and falls under gravity. The player can move left/right, soft-drop, rotate, hard-drop, and hold one piece. Pieces lock after resting for about 450 ms; filled rows are removed and blocks above shift downward. The game ends when a new piece cannot spawn. Increase the level by one every 10 cleared lines and make gravity faster each level, starting around 800 ms per row and decreasing by a factor of about 0.85 per level, with a floor around 60 ms. Allow simple rotation wall kicks by trying no offset, one- and two-cell horizontal nudges, and a one-cell upward nudge. The O piece should remain effectively unrotated. Controls: ArrowLeft and ArrowRight move horizontally, ArrowDown soft-drops and awards 1 point per successfully descended cell, ArrowUp or X rotates clockwise, Z rotates counter-clockwise, Space performs a hard drop and awards 2 points per descended cell, C holds/swaps the current piece once per turn, P toggles pause, and R restarts the game. Prevent repeated hold use until the next piece locks. Score line clears as single 100 times level, double 300 times level, triple 500 times level, and four-line Tetris 800 times level. Display score, level, and total lines cleared. Place a translucent glass-like HUD panel in the upper-left, with the uppercase spaced title “TETRAGLOW,” rows labeled Score, Level, Lines, Next, and Hold, and a compact control hint reading “Arrows move/drop • Z/X rotate • Space hard drop • C hold • P pause • R restart.” Show the next queue as piece letters separated by spaces and show an em dash when hold is empty. Use a centered dark translucent banner for “PAUSED — Press P to resume” and “GAME OVER — Press R to restart.” Add subtle synthesized arcade feedback: short triangle-synth bleeps for movement/rotation/spawn/hold and line events, a noise sound when pieces lock, a celebratory chord when leveling up, and a lower chord for game over. Keep the overall presentation minimal, neon, moody, and blue-black, with the HUD remaining crisp over the 3D board.